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L4[01:01:02] ⇨ Joins: SrGato (webchat@253.red-95-127-22.staticip.rima-tde.net)
L5[01:02:46] <SrGato> Hi! is there any way to switch between different ships without entering the tracking station?
L6[01:03:41] <SrGato> I mean in ksp1
L7[01:06:19] <Izzy> you can do it from the map view, and you can do it with the alarm clock
L8[01:07:47] <SrGato> alarm clock?
L9[01:09:40] <packbart> the maneuver alarm tool. you can switch to vessels that have alarms set
L10[01:09:48] <packbart> but yeah, I usually use the map view
L11[01:11:28] <SrGato> oh ok
L12[01:11:31] <SrGato> thanks
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L14[01:32:56] <Pinkbeast> Alarm> wait, does KSP1 have a vanilla maneuver alarm now?
L15[01:38:07] <packbart> it does
L16[01:38:20] <packbart> by the same author, I guess
L17[01:39:12] <packbart> since 1.12, I think
L18[01:40:28] <Pinkbeast> Huh, interesting, thanks. (I see the KAC thread is full of people complaining about the stock alarm :-)
L19[01:41:41] <packbart> I still use KAC. it just looks better to me
L20[01:45:30] <Pinkbeast> I'm still in 1.9.1 so it's an easy choice
L21[01:47:50] <Izzy> hoping kOS gets a stock alarm interface eventually
L22[01:48:02] <Izzy> was nice with KAC but I'm not going to duplicate functionality y'know?
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L25[02:19:54] <umaxtu> I never really got into KOS
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L30[03:58:51] ChanServ sets mode: +o on Althego
L31[04:11:28] <raptop> I've had issues with the time warp in the stock alarm thing. I swear, it messes with orbits
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L36[04:54:27] <Izzy> cases like stations inexplicably deorbiting themselves while time warping?
L37[04:58:54] <raptop> not as such, but my testing was pretty limited, and more of SOI crossing rendezvous going poof
L38[05:18:14] <Izzy> I've had a few cases where I'll dock my tiny capsule to do a "take tourists to a station" mission, only to time warp 15 minutes and end up dipping into the atmosphere
L39[05:18:36] <Izzy> and I can safely say the capsule could not change the trajectory of the whole structure that much if it wanted to
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L42[07:32:32] <taniwha> wanna bet they used floats :/
L43[07:33:45] <taniwha> (when you're moving at 2km/s, the limited resolution of floats rears its ugly head when calculating orbits from position and velocity)
L44[07:33:58] <taniwha> 2km/s and 700km from the center
L45[07:35:17] <taniwha> 0.12mm/s and 42cm precision
L46[07:36:06] <taniwha> if they're repeating calculations base on that, the errors will build up fast
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L50[08:21:14] <Izzy> KSP seems like a good case for fixed point numbers
L51[08:23:04] <Izzy> "fixed point" would be a bit of a misnomer I suppose, you'd just be using increasingly small units depending on where you put the decimal
L52[08:23:19] <Izzy> and what your "base" unit was
L53[08:27:13] <Althego> that sounds like floating point
L54[08:27:41] <Althego> https://www.youtube.com/watch?v=xi1Lq79mLeE
L55[08:28:09] <Izzy> well, no, because in floating point the decimal moves, no? fixed point would specify "the decimal point is here" and that would be a design decision
L56[08:28:52] <Althego> until it isnt. all the horrors of changing units when multiplying numbers
L57[08:29:18] <Althego> shif to this, then shift back for the result, etc
L58[08:29:31] <Izzy> whole new fun classes of bugs
L59[08:29:32] <Izzy> :D
L60[08:29:47] <Althego> i saw a whole simulator written this way in assembly
L61[08:31:54] <Izzy> was curious and did the maths, if you declare 0x1000 is 1m, you get just under 0.00025m - 0.25mm - precision and can fit the orbit of neptune into your game world with 64-bit integers
L62[08:32:09] <Izzy> (and then some)
L63[08:32:29] <Althego> and ksp is cheating by making everything smaller
L64[08:32:37] <taniwha> fixed point is *not* the answer
L65[08:33:18] <taniwha> not breaking the code that others carefully built *is*
L66[08:34:29] <Althego> "violance is not the answer. it is a question, and the answer is yes" :)
L67[08:34:41] <Mat2ch> taniwha: for a game like this it is.
L68[08:35:04] <Althego> anyway people mostly dont use fixed point numbers today
L69[08:35:31] <Mat2ch> most people aren't trying to simulate a solar system ;)
L70[08:36:35] <Althego> they can just use doubles
L71[08:37:14] <Mat2ch> Others might. But you get huge problems if you try to add very tiny numbers with very big numbers by using floats.
L72[08:37:25] <taniwha> Mat2ch, go on, go write a game like this
L73[08:37:42] <Althego> i suggest you dont use fixed point numbers
L74[08:37:44] <Mat2ch> That's not how a discussion around this works.
L75[08:37:51] <taniwha> and you get the same problems trying to add very tiny numbers with very large numbers
L76[08:37:57] <taniwha> you're going to run out of room either way
L77[08:38:21] <Mat2ch> Depends on the precision you wanted to achive.
L78[08:38:26] <taniwha> because with fixed point, you're going to run out of very small or very big
L79[08:38:51] <Mat2ch> very big is easy to fix. Very small is just a definition.
L80[08:39:13] <Mat2ch> If you define nothing moves below a certain limit then nothing will move.
L81[08:39:52] <Mat2ch> If you really want to get fancy you could go down to the plank length. But I guess micrometers will be enough
L82[08:40:45] <taniwha> and doubles get you to Gm with um precision
L83[08:42:34] <Mat2ch> which will eat any small number if added to it.
L84[08:44:13] <taniwha> yes, and?
L85[08:44:30] <Althego> if it is so far away, any small movement doesnt matter, you wouldnt see it anyway
L86[08:45:12] <Mat2ch> those small numbers could be important. Because you're not adding them once, but several hundred times
L87[08:45:31] <taniwha> so add them several hundred times before adding to the big number
L88[08:45:36] <Althego> exactly
L89[08:45:41] <Althego> keep them in their own reference
L90[08:45:53] <Althego> just transform the resutl
L91[08:46:03] <Mat2ch> Which is not possible, because a physics engine can't look into the future.
L92[08:46:21] <taniwha> it is possible, and ksp does it
L93[08:46:24] <Althego> no future needed for it
L94[08:46:25] <taniwha> it's called the floating origin
L95[08:46:42] <taniwha> and krakensbane (which is a floating origin for the velocity)
L96[08:46:57] <Mat2ch> how much computing power does that cost?
L97[08:47:13] <taniwha> very little
L98[08:47:17] <taniwha> or even none
L99[08:47:27] <Althego> krakensbane is still a funny name
L100[08:47:31] <Mat2ch> Did you do tests?
L101[08:47:37] <taniwha> did you?
L102[08:47:58] <Mat2ch> How should I? I never had access to the code.
L103[08:48:05] <taniwha> it costs very little to none because you're not doing the "big add" all the time
L104[08:48:27] <taniwha> and working with floats *is* faster than working with doubles
L105[08:49:03] <Mat2ch> Wasn't talking about doubles ever.
L106[08:49:04] <taniwha> if for no other reason than 2x the data points for the same amount of cache misses
L107[08:55:34] <taniwha> actually, you were, you just didn't realize it
L108[08:55:44] <taniwha> because it's a whole system
L109[08:56:24] <Althego> any chance of a real 128 bit system in the near future?
L110[08:56:56] <taniwha> already have 512 bit systems
L111[08:57:43] <taniwha> but when it comes to ints: probably not. 64 bits is a lot
L112[08:58:01] <Althego> as far as i know there is no 128 bit hardware. there are multiple data instructions which might work with more, but no native 128 bit integers
L113[08:58:07] <taniwha> proper 128 bit floats would be nice, but that's expensive in gates
L114[08:58:53] <taniwha> intel does have 80-bit floats, though
L115[08:59:04] <Althego> internally at least
L116[08:59:18] <taniwha> full access at the asm level
L117[08:59:46] <taniwha> but you have to use the stack-based fpu
L118[09:00:00] <taniwha> (good old fp(0-7)
L119[09:00:40] <taniwha> and apparently the thing has bit-rotted a bit (not as fast as the xmm regs)
L120[09:01:47] <Althego> i gave up waiting for arm to replace x86. maybe risc-v, but even if t hat happens it is going to be in 10 years minimum
L121[09:02:31] <Althego> at least intel is gearing up to cut out old parts of x86, which are just there for compatibility
L122[09:03:34] <taniwha> the only thing that will replace x86 is whatever intel's cooking up
L123[09:03:48] <Althego> but they dont plan anything else
L124[09:04:22] <taniwha> you don't know what the do and don't plan. you know only what they've talked about
L125[09:04:31] <Althego> they are lucky if they can keep up with amd for the next 4 years
L126[09:05:11] <Althego> that is true, i dont know. but based on the leaks, it is x86 for a while at least
L127[09:05:12] <taniwha> no, there's no luck involved
L128[09:05:59] <taniwha> unless by luck you mean amd slacking off
L129[09:06:41] <Althego> which is totally can happen if intel falls behind
L130[09:06:51] <Althego> just as it happened with intel
L131[09:06:59] <Althego> and they still couldnt completely get back
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L135[09:45:38] <packbart> hmm. "64bit star system precision something something" is a talking point of the Star Citizen pushers
L136[09:46:04] <packbart> (or rather for Star Engine, a modified Amazon Lumberyard, a modified CryEngine)
L137[09:49:45] <packbart> Elite Dangerous already did it before, of course
L138[09:50:51] <Althego> hehe
L139[09:51:44] <sandbox> !mission
L140[09:51:44] <LunchBot> The How It's Made crew films a 15-minute piece at the KSC facility. For reasons unkno-o-own!
L141[09:52:31] <Althego> i dont see that as an outcome
L142[09:52:41] <Althego> however still fits somehow
L143[09:53:01] <Eddi|zuHause> probably some kind of reference?
L144[09:53:15] <Eddi|zuHause> !mission
L145[09:53:15] <LunchBot> You surrepetitiously replace a cat's blini with a waffle. You help Kerbals achieve Kardashev level II.
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L150[12:36:18] <KrazyKrl> ;outcome fixup s/You help Kerbals achieve/Kerbalkind is moved to/
L151[12:36:19] <LunchBot> New text is: Kerbalkind is moved to Kardashev level II.
L152[12:36:37] <KrazyKrl> up or down? you say... "why not both!"
L153[12:40:00] <Eddi|zuHause> !outcome add Two failures make a success. Right??
L154[12:40:01] <LunchBot> Added outcome: Two failures make a success. Right??
L155[12:46:55] <KrazyKrl> ;outcome fixup s/??/‽‽/
L156[12:46:55] <LunchBot> New text is: Two failures make a success. Right‽‽
L157[12:47:05] <KrazyKrl> ftfy
L158[12:47:45] <Eddi|zuHause> could be argued either way
L159[12:47:54] <KrazyKrl> ;outcome add Your usage of interrobangs increases by 500%‽
L160[12:47:54] <LunchBot> Added outcome: Your usage of interrobangs increases by 500%‽
L161[12:48:27] <Eddi|zuHause> typically i spell it "?!?"
L162[12:48:42] <KrazyKrl> yea, that's the uncool way of doing it.
L163[12:49:01] <Eddi|zuHause> but i specifically didn't use that in this case
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L167[13:51:41] <sandbox> !mission
L168[13:51:41] <LunchBot> You open the mystery goo at the bottom of the ocean. There are unforeseen consequences.
L169[13:53:32] <Eddi|zuHause> oh noes.
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L174[15:04:28] <packbart> There is a difference between ?! and !? that a single character cannot convey
L175[15:12:42] <Eddi|zuHause> also, the combined char is chosen from a fallback font that is not monospace.
L176[15:13:16] <Eddi|zuHause> (but that's probably a me problem)
L177[15:13:24] <packbart> yeah, it looks a bit weird on my screen, too
L178[15:15:39] <umaxtu> I've fired up KSP2 for the first time since April, has the center of mass never updated when you change the ammount of propellent in a tank?
L179[16:10:19] <umaxtu> built an ssto but it keeps summersaulting forward when I try to land.
L180[16:14:12] <sandbox> somersault
L181[16:16:11] <umaxtu> *facepalm*
L182[16:16:17] <Althego> hehe
L183[16:17:58] <umaxtu> at least its not darting off to the side and rolling over like most of the planes I build in KSP1
L184[16:18:17] <Pinkbeast> Eh, technically "SSTO" says nothing about what happens to it after that, so call it success :-)
L185[16:18:36] <umaxtu> easy to do since the cockpit survived
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L187[17:30:59] <FLHerne> SSTOAB
L188[17:33:08] <Mat2ch> AB?
L189[17:33:21] <Althego> and back?
L190[17:36:51] <Mat2ch> all backwards!
L191[17:37:06] <Mat2ch> assembled backwards?
L192[17:37:38] <Althego> ab: afterburner, mwd: microwarpdrive
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L197[19:30:06] <Eddi|zuHause> !mission
L198[19:30:07] <LunchBot> Across the gulf of space, minds that are to our minds as ours are to those of the beasts that perish, intellects vast and cool and unsympathetic, regard Kerbin with envious eyes, and slowly and surely draw their plans against us. You receive the prestigious Kerman Prize for Idiocy in Spaceflight, presented by Jebediah Kerman himself.
L199[19:30:46] <Eddi|zuHause> oh, a price
L200[19:58:26] <XXCoder> interesting plan from aliens
L201[19:58:36] <Mat2ch> !mission
L202[19:58:36] <LunchBot> You mistakenly input minutes instead of seconds into the barbeque roll maneuver duration. It is unclear which button to press, so Jeb presses all of them.
L203[19:59:10] <XXCoder> I blame jeb
L204[19:59:31] <Mat2ch> It's always Jeb
L205[20:04:31] <darsie> .outcome add Jeb fails to keep your rocket retrograde during entry.
L206[20:04:31] <LunchBot> Added outcome: Jeb fails to keep your rocket retrograde during entry.
L207[20:18:45] ⇦ Quits: Althego (~Althego@86FF4EC3.dsl.pool.telekom.hu) (Quit: HMI Module Alpha Humana on approach to Space Station Mercury)
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L210[21:12:08] <sandbox> !mission
L211[21:12:09] <LunchBot> You decide to circumnavigate all the things. Taniwha deletes your recently added ;mission due to your bad grammar.
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L214[22:11:15] <XXCoder> ;mission add Jeb wonders what would happen if he presses a button way beyond what is recommanded press time.
L215[22:11:15] <LunchBot> Added mission: Jeb wonders what would happen if he presses a button way beyond what is recommanded press time.
L216[22:14:35] <raptop> !mission
L217[22:14:35] <LunchBot> Stock aero comes out. A creepy old wizard screams "BINDING MAGICAL CONTRACT!" and pays you in weird gold coins.
L218[22:20:14] <raptop> coins with drag cubes
L219[22:57:54] ⇦ Quits: sandbox (~sandbox@host-92-1-130-62.as13285.net) (Quit: Leaving)
L220[23:15:43] ⇦ Quits: Fluburtur (~Fluburtur@2a01:e0a:d31:fe30:49fc:43c3:514:ad81) (Read error: Connection reset by peer)
L221[23:44:22] <FLHerne> .outcome add It why you know but don't works.
L222[23:44:22] <LunchBot> Added outcome: It why you know but don't works.
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